cloud-game/handler/room/room.go
2019-05-11 19:46:24 +08:00

235 lines
5.8 KiB
Go

package room
import (
"fmt"
"image"
"io/ioutil"
"log"
"math/rand"
"os"
"strconv"
"sync"
emulator "github.com/giongto35/cloud-game/emulator"
storage "github.com/giongto35/cloud-game/handler/cloud-storage"
"github.com/giongto35/cloud-game/webrtc"
)
// Room is a game session. multi webRTC sessions can connect to a same game.
// A room stores all the channel for interaction between all webRTCs session and emulator
type Room struct {
ID string
imageChannel chan *image.RGBA
audioChannel chan float32
inputChannel chan int
// Done channel is to fire exit event when there is no webRTC session running
Done bool
rtcSessions []*webrtc.WebRTC
sessionsLock *sync.Mutex
director *emulator.Director
// Cloud storage to store room state online
onlineStorage *storage.Client
}
// NewRoom creates a new room
func NewRoom(roomID, gamepath, gameName string, onlineStorage *storage.Client) *Room {
// if no roomID is given, generate it
if roomID == "" {
roomID = generateRoomID()
}
log.Println("Init new room", roomID, gameName)
imageChannel := make(chan *image.RGBA, 100)
audioChannel := make(chan float32, emulator.SampleRate)
inputChannel := make(chan int, 100)
// create director
director := emulator.NewDirector(roomID, imageChannel, audioChannel, inputChannel)
room := &Room{
ID: roomID,
imageChannel: imageChannel,
audioChannel: audioChannel,
inputChannel: inputChannel,
rtcSessions: []*webrtc.WebRTC{},
sessionsLock: &sync.Mutex{},
director: director,
Done: false,
onlineStorage: onlineStorage,
}
go room.startVideo()
go room.startAudio()
// Check if room is on local storage, if not, pull from GCS to local storage
path := gamepath + "/" + gameName
go func(path, roomID string) {
// Check room is on local or fetch from server
savepath := emulator.GetSavePath(roomID)
log.Println("Check ", savepath, " on local : ", room.isGameOnLocal(savepath))
if !room.isGameOnLocal(savepath) {
// Fetch room from GCP to server
log.Println("Load room from online storage", savepath)
if err := room.saveOnlineRoomToLocal(roomID, savepath); err != nil {
log.Printf("Warn: Room %s is not in online storage, error %s", roomID, err)
}
}
log.Printf("Room %s started", roomID)
director.Start([]string{path})
log.Printf("Room %s ended", roomID)
}(path, roomID)
return room
}
// generateRoomID generate a unique room ID containing 16 digits
func generateRoomID() string {
roomID := strconv.FormatInt(rand.Int63(), 16)
log.Println("Generate Room ID", roomID)
//roomID := uuid.Must(uuid.NewV4()).String()
return roomID
}
func (r *Room) isGameOnLocal(savepath string) bool {
_, err := os.Open(savepath)
return err == nil
}
func (r *Room) AddConnectionToRoom(peerconnection *webrtc.WebRTC, playerIndex int) {
peerconnection.AttachRoomID(r.ID)
r.rtcSessions = append(r.rtcSessions, peerconnection)
go r.startWebRTCSession(peerconnection, playerIndex)
}
func (r *Room) startWebRTCSession(peerconnection *webrtc.WebRTC, playerIndex int) {
defer func() {
if r := recover(); r != nil {
fmt.Println("Recovered when sent to close inputChannel")
}
}()
go func() {
for {
input, ok := <-peerconnection.InputChannel
if !ok {
return
// might consider continue here
}
if peerconnection.Done || !peerconnection.IsConnected() || r.Done {
return
}
if peerconnection.IsConnected() {
// the first 8 bits belong to player 1
// the next 8 belongs to player 2 ...
// We standardize and put it to inputChannel (16 bits)
input = input << ((uint(playerIndex) - 1) * emulator.NumKeys)
select {
case r.inputChannel <- input:
default:
}
}
}
}()
log.Println("Peerconn done")
}
func (r *Room) CleanSession(peerconnection *webrtc.WebRTC) {
r.removeSession(peerconnection)
}
func (r *Room) removeSession(w *webrtc.WebRTC) {
fmt.Println("Cleaning session: ", w)
//r.sessionsLock.Lock()
//defer r.sessionsLock.Unlock()
fmt.Println("Sessions list", r.rtcSessions)
for i, s := range r.rtcSessions {
fmt.Println("found session: ", s, w)
if s.ID == w.ID {
r.rtcSessions = append(r.rtcSessions[:i], r.rtcSessions[i+1:]...)
fmt.Println("found session: ", len(r.rtcSessions))
// If room has no sessions, close room
// Note: this logic cannot be brought outside of forloop because we only close room if room had at least one session
if len(r.rtcSessions) == 0 {
log.Println("No session in room")
r.Close()
// can consider sanding close to room and room do clean
//close(r.Done)
}
break
}
}
}
func (r *Room) Close() {
if r.Done == false {
log.Println("Closing room", r.ID)
log.Println("Closing director of room ", r.ID)
close(r.director.Done)
log.Println("Closing input of room ", r.ID)
close(r.inputChannel)
r.Done = true
}
r.Done = true
// Close here is a bit wrong because this read channel
//close(r.imageChannel)
//close(r.audioChannel)
}
func (r *Room) SaveGame() error {
onlineSaveFunc := func() error {
// Try to save the game to gCloud
if err := r.onlineStorage.SaveFile(r.ID, r.director.GetHashPath()); err != nil {
return err
}
return nil
}
// TODO: Move to game view
if err := r.director.SaveGame(onlineSaveFunc); err != nil {
return err
}
return nil
}
func (r *Room) saveOnlineRoomToLocal(roomID string, savepath string) error {
log.Println("Try loading game from cloud storage")
// If the game is not on local server
// Try to load from gcloud
data, err := r.onlineStorage.LoadFile(roomID)
if err != nil {
return err
}
// Save the data fetched from gcloud to local server
ioutil.WriteFile(savepath, data, 0644)
return nil
}
func (r *Room) LoadGame() error {
err := r.director.LoadGame()
return err
}
func (r *Room) IsRunning() bool {
// If there is running session
for _, s := range r.rtcSessions {
if s.IsConnected() {
return true
}
}
return false
}